Func lookdoor: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(Cleanup)
Line 2: Line 2:
{{hl2 brush|func_lookdoor}}
{{hl2 brush|func_lookdoor}}


==Entity description==
A door that moves either when looked by a targeted object or when a target object comes near the door.  Behavior can be either based on viewing direction or proximity alone, or on a combination of both.  If inverted the doors behavior will be the opposite.  
A door that moves either when looked by a targeted object or when a target object comes near the door.  Behavior can be either based on viewing direction or proximity alone, or on a combination of both.  If inverted the doors behavior will be the opposite.  
{{brushmodel}}
{{brushmodel}}
Line 7: Line 8:


==Keyvalues==
==Keyvalues==
* {{KV Targetname}}
{{KV Targetname}}
* {{KV Parentname}}
{{KV Parentname}}
* {{KV Origin}}
{{KV Origin}}
* {{Not in FGD}} '''target'''
 
: <target_destination> View cone switch for this door. (Necessary to trigger it.)
{{KV|Target {{Not in FGD}}|target_destination|View cone switch for this door (Necessary to trigger it).}}
* '''movedir'''
 
: <angle> The direction the brushes will move, when told to.
{{KV|Move Direction (Pitch Yaw Roll)|angle|The direction the brushes will move, when told to.}}
* '''startposition'''
 
: <float> Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
{{KV|Start Position|float|Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).}}
* '''speed'''
 
: <integer> The speed that the brush moves, in inches per second.
{{KV|Speed|int| The speed that the brush moves, in inches per second.}}
* '''movedistance'''
 
: <float> The distance from the starting point that the brush should move, in inches.
{{KV|Move Distance|float| The distance from the starting point that the brush should move, in inches.}}
* '''blockdamage'''
 
: <float> The amount of damage to do to any entity that blocks the brushes, per frame.
{{KV|Block Damage|float|The amount of damage to do to any entity that blocks the brushes, per frame.}}
* '''startsound'''
 
: <sound> Sound played when the brush starts moving.
{{KV|Sound played when the brush starts moving|sound|Sound played when the brush starts moving}}
* '''stopsound'''
 
: <sound> Sound played when the brush stops moving.
{{KV|Sound played when the brush stops moving|sound|Sound played when the brush stops moving.}}
*'''ProximityDistance'''
 
:<float> If non-zero, proximity range over which door will move.
{{KV|Proximity Distance|float|If non-zero, proximity range over which door will move.}}
*'''ProximityOffset'''
 
:<float> Offset from the target object.
{{KV|Proximity Offset|float|Offset from the target object.}}
*'''FieldOfView'''
 
:<float> If non-zero, field of view over which door will move.
{{KV|FieldOfView|float|If non-zero, field of view over which door will move.}}


==Flags==
==Flags==
Line 40: Line 41:


==Inputs==
==Inputs==
* {{I Targetname}}
{{I Targetname}}
* {{I Parentname}}
{{I Parentname}}
* '''Open'''
 
: Move the brush to the end position (starting position + (move direction * move distance)).
{{IO|Open|Move the brush to the end position (starting position + (move direction * move distance)).}}
* '''Close'''
 
: Move the brush to the starting position.
{{IO|Close|Move the brush to the starting position.}}
* '''SetPosition <float>'''
 
: Move the brush to a specific position defined by a value. This value modifies the movedistance like this (starting position + (move distance * set position)). Meaning a movedistance of 128 set positioned for 2 will move 256 units.
{{IO|SetPosition|Move the brush to a specific position defined by a value. This value modifies the movedistance like this (starting position + (move distance * set position)). Meaning a movedistance of 128 set positioned for 2 will move 256 units.|param=float}}
*'''InvertOn'''
 
:InvertOn - when set behavior of door is inverted.
{{IO|InvertOn|InvertOn - when set behavior of door is inverted.}}
*'''InvertOff'''
 
:InvertOff - when set behavior of door is normal.
{{IO|InvertOff|InvertOff - when set behavior of door is normal.}}


==Outputs==
==Outputs==
* {{O Targetname}}
{{O Targetname}}
* '''OnFullyOpen'''
 
: Fired when the brush reaches the end position (starting position + (move direction * move distance)).
{{IO|OnFullyOpen|Fired when the brush reaches the end position (starting position + (move direction * move distance)).}}
* '''OnFullyClosed'''
 
: Fired when the brush reaches the starting position.
{{IO|OnFullyClosed|Fired when the brush reaches the starting position.}}


==See also==
==See also==
* [[func_door]]
* [[func_door]]


[[Category:Entities]][[Category:Brush Entities]]
[[Category:Entities]]
[[Category:Brush Entities]]

Revision as of 09:24, 4 February 2012

Template:Hl2 brush

Entity description

A door that moves either when looked by a targeted object or when a target object comes near the door. Behavior can be either based on viewing direction or proximity alone, or on a combination of both. If inverted the doors behavior will be the opposite. Template:Brushmodel In code it is represented by class CLookDoor, defined in hl2_dll\look_door.cpp.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.


Target !FGD ([todo internal name (i)]) <targetname>
View cone switch for this door (Necessary to trigger it).


Move Direction (Pitch Yaw Roll) ([todo internal name (i)]) <angle>
The direction the brushes will move, when told to.


Start Position ([todo internal name (i)]) <float>
Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).


Speed ([todo internal name (i)]) <integer>
The speed that the brush moves, in inches per second.


Move Distance ([todo internal name (i)]) <float>
The distance from the starting point that the brush should move, in inches.


Block Damage ([todo internal name (i)]) <float>
The amount of damage to do to any entity that blocks the brushes, per frame.


Sound played when the brush starts moving ([todo internal name (i)]) <sound>
Sound played when the brush starts moving


Sound played when the brush stops moving ([todo internal name (i)]) <sound>
Sound played when the brush stops moving.


Proximity Distance ([todo internal name (i)]) <float>
If non-zero, proximity range over which door will move.


Proximity Offset ([todo internal name (i)]) <float>
Offset from the target object.


FieldOfView ([todo internal name (i)]) <float>
If non-zero, field of view over which door will move.

Flags

  • 8 : Not Solid
  • 8192 : LookDoor Threshold
  • 16384 : LookDoor Invert
  • 32768 : LookDoor From Open

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.


Open
Move the brush to the end position (starting position + (move direction * move distance)).


Close
Move the brush to the starting position.


SetPosition <floatRedirectInput/float>
Move the brush to a specific position defined by a value. This value modifies the movedistance like this (starting position + (move distance * set position)). Meaning a movedistance of 128 set positioned for 2 will move 256 units.


InvertOn
InvertOn - when set behavior of door is inverted.


InvertOff
InvertOff - when set behavior of door is normal.

Outputs

OnFullyOpen
Fired when the brush reaches the end position (starting position + (move direction * move distance)).


OnFullyClosed
Fired when the brush reaches the starting position.

See also